Files
LuaCsForBarotraumaEP/Libraries/MonoGame.Framework/Src/MonoGame.Framework.Content.Pipeline/Graphics/LocalizedFontDescription.cs
2019-06-25 16:00:44 +03:00

54 lines
2.0 KiB
C#

#region File Description
//-----------------------------------------------------------------------------
// LocalizedFontDescription.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
using System.Collections.Generic;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
#endregion
namespace Microsoft.Xna.Framework.Content.Pipeline.Graphics
{
/// <summary>
/// Normally, when you add a .spritefont file to your project, this data is
/// deserialized into a FontDescription object, which is then built into a
/// SpriteFontContent by the FontDescriptionProcessor. But to localize the
/// font, we want to add some additional data, so our custom processor can
/// know what .resx files it needs to scan. We do this by defining our own
/// custom font description class, deriving from the built in FontDescription
/// type, and adding a new property to store the resource filenames.
/// </summary>
public class LocalizedFontDescription : FontDescription
{
/// <summary>
/// Constructor.
/// </summary>
public LocalizedFontDescription()
: base("Arial", 14, 0)
{
}
/// <summary>
/// Add a new property to our font description, which will allow us to
/// include a ResourceFiles element in the .spritefont XML. We use the
/// ContentSerializer attribute to mark this as optional, so existing
/// .spritefont files that do not include this ResourceFiles element
/// can be imported as well.
/// </summary>
[ContentSerializer(Optional = true, CollectionItemName = "Resx")]
public List<string> ResourceFiles
{
get { return resourceFiles; }
}
List<string> resourceFiles = new List<string>();
}
}